Full ReleaseXbox · PC · PlayStation

Halls of Torment

Chasing Carrots · ARPG, RPG, Action

Overview

Slay hordes of terrifying monsters in this horde survival roguelite. Descend into the Halls of Torment where the Lords of the underworld await you. Treasures, magical trinkets, and a growing cast of heroes will grant you the power to vanquish these horrors from beyond. How long can you survive?

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Halls of Torment is a horde survival game with a pre-rendered retro look reminiscent of RPGs from the late 90s. Choose one of many hero characters and descend into the deadly Halls of Torment. Fight unholy horrors from beyond and survive wave after wave of enemies until you face one of the tormented Lords. Strengthen your hero with character traits, abilities, and items. Create a new powerful build during each run. Explore various underground expanses and find new powerful items that enable you to venture even deeper into the abyss.

Quest-based meta progression

Large selection of diverse abilities, traits, and items, all enabling you to create interesting synergies

Diverse bosses featuring unique mechanics and attack patterns

Several distinct characters allowing for many different play styles

Unlock and explore multiple interesting and challenging underground worlds

Unique items can be sent up to the overworld and used to customize future runs

Craft magical tinctures to direct fate in your favor

Unlock the power of each class and combine them with your chosen character

Defeat the Lords of the underworld and explore infinite growth

Find rare item variants to further improve your builds

Put your strategies to the test in the late game against the unbeatable Shrine of Torment

11 playable characters & character marks

25 blessings that make you stronger for each run

500 quests to complete

1000+ traits that upgrade characters and abilities

From the game's Steam store page.

THE GAMEQ VERDICT9,999 reviews analyzed

What players are actually saying

A cheap, deeply addictive Diablo-flavoured survivors game, held back by slow 30 minute runs, a heavy grind and late-run crashes.

95% positive on Steam · 32,137 reviews

1. Summary

Halls of Torment is a horde-survival game in the Vampire Survivors mould, dressed in the pre-rendered look of the first two Diablo games, and Steam players like it a great deal. The praise keeps returning to three things: the Diablo atmosphere, a loop of quests and unlocks that keeps feeding new characters, gear and abilities, and a price of a few dollars that buys dozens or hundreds of hours. Some fans call it the best game in the genre, and a large share of the positive reviews are short, warm one-liners calling it a great game, addictive, or Diablo crossed with Vampire Survivors.

Negative reviews are few, and their complaints overlap. Many say the game turns slow and repetitive once the first unlocks are done: upgrades are mostly small stat bumps, characters converge on similar builds, and every run lasts about 30 minutes with no way to speed it up or save mid-run. The endgame grind (sending gear up the well one item per run, chasing artifacts and hundreds of achievements) wears down even players who enjoyed the first 10 to 20 hours. Crashes late in a run, which wipe the whole run, are the main technical complaint, and reviewers say they grew after the Boglands DLC. Reviews written in 2026 were 88% positive, against 95% during Early Access and the first year after the 1.0 release.

2. What keeps coming up

What players praise
The Diablo 1 and 2 look and atmosphereHigh

A quarter of all reviews (25%) talk about the art, visuals, retro style or the Diablo comparison, and 18% name Diablo directly. Fans describe the pre-rendered sprites, dark dungeons, voiced NPCs and gothic music as a close recreation of late-90s action RPGs, and many say the look is what made them buy it. One recommending review opens with "Imagine Vampire Survivors, but with a darker old-school feel." Some players find the textures muddy or blurry, especially on big monitors, and several negative reviews argue that the style is carrying a thin game, one calling it a "boring slogfest that lures you in by looking like Diablo". The brown and grey palettes plus spell effects can also make enemy projectiles hard to see in late runs (see the frustrations below).

A Vampire Survivors formula with more control and RPG depthHigh

Vampire Survivors comes up in 20% of reviews, almost always as the reference point, and many of those reviews rate Halls of Torment as its equal or better. Players like aiming the main attack (with auto-aim and auto-attack toggles for those who want to switch off), bosses and elites with readable attack patterns, gear slots, and class-specific trait trees. A positive review headed "The Pupil Who Surpassed His Master" puts it this way: "Unlike many Vampire-Survivors-like games out there, Halls of Torment is actually good instead of just a cash-grab." In the negative reviews the comparison works against the game: 23% of them (130 of 573) bring up another game in the genre, most often Vampire Survivors, Death Must Die, Brotato or Soulstone Survivors, and say Halls of Torment is slower, less chaotic and less of a power fantasy.

Huge value for the priceHigh

12% of reviews bring up price, value or a sale, nearly always to say the game is cheap for what it gives: reviewers describe paying roughly five to seven dollars and getting dozens or hundreds of hours back. "For under $10 I have gotten hundreds of hours of entertainment, collected all 500 achievements, and keep coming back for more." Some negative reviews concede it is cheap enough to be worth a try. Several players also point out that the free Prelude demo carries its save over to the full game.

Addictive unlocks and quest-driven progressionMedium

About 9% of reviews call the game addictive or mention the "one more run" pull, and 9% talk about its quests, milestones and achievements. Fans like that nearly every run unlocks something (a character, an ability, a gear piece, a permanent stat) and that completed quests raise experience gain, so even a failed run feels useful. The roughly 500 achievements draw in completionists, and the same system feeds later complaints: players who chase every achievement describe much of it as padding, with many goals asking for a set amount of damage with a given ability and some depending on rare drops or spawns (see the grind section below).

A good fit for the Steam Deck and for switching your brain offMedium

Positive reviews from Steam Deck and handheld players often say it runs well there. Another group uses the game to relax, often with a podcast or audiobook on, thanks to the auto-aim and auto-attack toggles: "I just turn on auto-aim and auto-attack in the settings and relax..." A smaller set of Deck owners report crashes or frame drops at higher Agony difficulty (see below).

Where players are split
Thirty-minute runs and slow pacingMedium

Some fans like a predictable half-hour session that fits into a day: "It's a good time-killer if you just want to play something for no more than 30 mins at a time or something you want to marathon for hours without getting bored, it suits both." Many others, including plenty who still recommend the game, find the runs too long for how little changes inside them, especially once a run is effectively won ten minutes in. One recommending player, whose only complaint is that the game "TAKES FOREVER", wrote "30 minute rounds are like torture." Among the 573 negative reviews, 11% raise run length, and players note that the end boss and menu pauses push a run closer to 40 or 45 minutes. What they ask for is a turbo or speed option, a shorter mode, or a way to save and resume: "If there was an option to toggle length or even a save and return feature it would make this a non issue." Players who reach the late game mention an artifact that trims runs to 20 minutes, but it comes too late for those who quit early.

Build variety, classes and balanceMedium

Positive reviews praise the roster of classes, the trait trees and the gear system as giving the game more build-crafting than most of its rivals, and some players cite specific favourites (the Exterminator's flamethrower, the Shield Maiden, the Cleric). Critics go into detail: level-up choices are mostly small percentage boosts, the pool of in-run abilities is small, characters converge on the same handful of strong picks, and some classes (the summoner Warlock and the Sorceress are named) feel far weaker than others. Several long-playtime reviews say crit and attack speed builds outclass everything at high difficulty and that elemental effects rarely matter. Balance swings are a recurring Early Access memory: some veterans liked earlier versions better, while others say later updates added the depth they wanted.

The well, gear unlocks and the endgame grindMedium

Some fans love the extraction-style gear system: "My favorite system ever, EVER, is the run items that you can send up to permanently unlock." Critics dislike that only one item (or potion bottle) can be sent up the well per run, that it must then be bought back with gold, that winning a run does not let you keep the gear you are wearing, and that the final Vault hall needs 30 items sent up before it opens. One recommending player called gathering those 30 items "the absolute opposite of fun." Among negative reviews, 13% use the word grind, and those who pushed for 100% describe random artifact drops, rare quest spawns and torment shards worth a fraction of a percent each. A negative review from an achievement hunter put it as "i wanted a game and was handed a second job."

Difficulty and the Agony endgameMedium

Players disagree on whether the game is too easy or unfairly hard, often depending on how far they got. Newer players and some veterans say the base halls become trivial once permanent upgrades are bought, and a few describe standing still while the build clears the screen. Endgame players describe the reverse: Agony levels and artifacts that mostly inflate enemy health, sponge-like bosses that take many minutes to kill, enemies faster than slow characters, and unavoidable damage in crowded fights, which makes movement speed close to mandatory. Fans of the higher difficulties see this as the game's real challenge, and detractors call it tedium.

Music and soundLow

Positive reviews often single out the soundtrack and the voiced NPCs as part of the Diablo mood. A smaller group finds the music dissonant or monotonous and the hit sounds weak, saying abilities lack punch.

What frustrates players
Crashes that wipe a whole runMedium

Crashes come up in 16% of negative reviews (92 of 573), and over a third of those reviewers say they enjoy the game otherwise ("I love this game but right now there is way too much crash to be enjoyable"). They describe crashes late in a run, often near the boss or with heavy on-screen effects (Avalanche and other ice effects, high attack speed builds, the Boglands map and high Agony levels are named repeatedly), on Windows, Linux and the Steam Deck alike. Because there is no mid-run save, a crash costs the whole run. "Every run crashes with less than 10 seconds left on the clock, which means about 30 minutes of wasted time." Reviewers tie the rise to the Boglands DLC, and the counts agree: crashes appear in 29% of the negative reviews written in 2026 (32 of 109), against 10% in the year after the 1.0 release (23 of 221). A few players report that a later update fixed it for them; one who had left a negative review over crashes says that after the update they "played several runs without a single crash". Others in the same months still hit crashes, including players who never bought the DLC.

Boredom once the novelty wears offMedium

Words like boring, repetitive, tedious and slog appear in 23% of negative reviews. These reviewers usually say the first 5 to 20 hours are fun and full of unlocks, and then runs blur together: few map events, the same enemy waves, upgrades that do not change how you play, and a power curve that never feels explosive. A few say runs nearly put them to sleep. Many of these reviewers still call it a fair purchase for its price, and they sound more tired than angry.

Stats and mechanics the game does not explainLow

This shows up in negative reviews and as a caveat in positive ones: stats such as Force, Block and Parry have vague or confusing descriptions, the level-up screen does not show before and after values, and some quests are hard to understand without the wiki. "There is no indication anywhere in the game as to what "Force" does," one negative review says, adding that the wiki does not explain it either. Players also ask for a map or minimap for quests that send them hunting across a level.

Frame drops and clutter in crowded late runsLow

Separate from crashes, a set of reviews report heavy frame drops when hundreds of enemies and effects fill the screen at high Agony levels, including on powerful PCs, and some suspect the game uses a single CPU core. The same late-game crowding makes it hard to tell your projectiles from enemy ones. Turning off effects helps some players and not others.

Paid DLC and the training roomLow

A small group of negative reviews objects to paid DLC on a game they feel is light on base content, and a few single out the practice room (a firing range for testing builds) being sold separately: "A firing range / testing dummies should be available as a feature for the base game." Some also dislike achievements that require DLC. Others bought the DLC happily and recommend it, and a few say it pulled them back into the game.

Smaller technical issuesLow

A scattering of reviews report lost or corrupted save files, failures to start because the Steam API was not reached, the window opening off-screen on multi-monitor setups, controller problems (missing PlayStation and Nintendo button glyphs, inputs sticking in one direction), no ultrawide support, and small text on the Steam Deck.

3. The player conversation

A large share of the reviews are a line or two of quick praise for the fun, the addictive loop or the Diablo look. The negative reviews are fewer and far more detailed, and they often start by praising the art and the price before explaining why the reviewer stopped playing. A few say they wish Steam had a neutral option.

Players who refund or quit within the first couple of hours mostly call it a slow, generic Vampire Survivors clone and name a rival they prefer. Players with tens of hours raise the 30-minute runs, the sameness of builds and the well grind. Players with 100 hours or more, many of them achievement hunters, write about endgame balance, random artifact drops, achievement bloat and crashes at high difficulty, and some of them still recommend the game while listing those flaws.

Early Access reviews (from May 2023) were 95% positive, and their complaints included balance swings and the paid training room. Late September 2024, when reviews start talking about the 1.0 release, brought one of the biggest weeks of reviews, and the following year stayed at 95% positive. The review spikes of late November 2023 and late November 2024 were warmer still, at around 99% positive. Once reviews start mentioning the Boglands DLC in late 2025, more of them report bugs and crashes. Reviews written in 2026 were 88% positive, and crash complaints made up a much larger share of the negatives than before.

4. What the developers could do

  1. Fix the late-run crashes and protect runs from them. Crashes are the main technical complaint in negative reviews, reviewers say they grew after the Boglands DLC, and players tie them to heavy effects, ice abilities and high Agony levels on PC, Linux and Steam Deck.
  2. Add a run speed option or a mid-run save. Fans and critics alike ask for a turbo mode, a shorter mode or a way to save and resume a 30 to 45 minute run.
  3. Loosen the well and endgame grind. Players ask to keep more gear from a won run, to stop potion bottles sharing the single bucket, for drops that favour gear they have not collected, and for less luck-based artifact unlocks.
  4. Explain stats and show the numbers on level-up. Force, Block and Parry confuse new and veteran players alike, and reviewers want before and after values on each choice plus a map for exploration quests.
  5. Rebalance weak classes, abilities and elemental builds. Long-playtime reviews say crit and attack speed dominate, elemental effects barely matter, some classes trail far behind, and movement speed is close to mandatory at high Agony.
  6. Improve late-game performance and readability. Players report frame drops with hundreds of enemies and effects on screen and struggle to tell their own projectiles from enemy ones.
  7. Move the practice room into the base game. The reviewers who object to the firing range being sold separately see build testing as a core feature.

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